Diablo 3 Patch 2.0.4 Now Live: Full Patch Notes

Diablo 3 Reaper of Souls Patch 2.0.4 is now live on the servers. It’s a big one affecting all classes and multiple areas of the game. Has it got the tweaks you were looking for you?

General

Greatly increased the survivability of pets summoned by several items and skills, including:

Skycutter

Maximus

The Gidbinn

Genzaniku

Litany of the Undaunted

Call of the Ancients

Falling Sword – Rise Brothers

All Town hubs have had the placement of the Nephalem Rift Obelisk, Orek, and Kadala adjusted to help reduce the chance of accidental clicking

The Blacksmith’s Belongings box in Act I no longer has collision

Classes

Barbarian

Barbarian

Philosophy

Many skills that spend Fury feel great, but when it comes time to generate Fury the single-target options don’t feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of those single-target generators to be more competitive.

Crusader

Crusader

Philosophy

Many of the Crusader’s Wrath spenders are below where we would like, while Heaven’s Fury – Fires of Heaven was over-performing. We are toning back Fires of Heaven while increasing the potency of most of the other Crusader spenders to encourage greater build exploration.

The single-target Wrath generator spells, Punish and Justice, don’t feel meaty compared to generators that can hit more than one target at a time. As a result, we are increasing the potency of Punish and Justice to be more competitive.

We are making a few adjustments to improve Steed Charge. The cooldown and duration of the skill have both been reduced. Overall, this makes the total uptime for the skill slightly higher and, more importantly, you’ll be able to hit the button more often. We’re removing the ability for Steed Charge to break stuns, which allows us to focus on Steed Charge being primarily a mobility skill that can still get you out of root effects, such as Jailer. We still want Steed Charge to be useful in combat, so we’re also increasing the damage on damage-focused runes.

Now reduces the cooldown of Steed Charge by 25% and Bombardment by 35%

Demon Hunter

Demon Hunter

Philosophy

Many skills that spend Hatred feel great, but when it comes time to generate Hatred the single-target options don’t feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of a few single-target generators to be more competitive.

The damage reduction from this rune will now be reflected in the Toughness display

Monk

Untouched Monk

Philosophy

Monks are working as intended and Dashing Strike is perfectly balanced.

There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.

Witch Doctor

Witch Doctor

Philosophy

The Witch Doctor was lacking good options for when they were low on Mana. A lack of attractive Signature spells results in builds primarily focused on sustaining Mana for long periods of time. We are increasing the potency of a few single-target Signature spells to be more competitive so that there are still aggressive options while waiting for Mana to regenerate.

Haunt has received some changes to provide a low-Mana option as well as to emphasize options for a damage-over-time (DOT) play style.

Wizard

Wizard

Philosophy

Two skills on the Wizard, Arcane Orb – Frozen Orb and Electrocute, have bugs with their implementation. Unfortunately, these bug fixes do have the side effect of weakening these skills. Ultimately, this brings these skills back in line with other Wizard skills, which is why we chose to implement these fixes.
Teleport is receiving some changes to allow it to work in more situations. The range is being increased overall for each cast of Teleport. As a result, the Wormhole rune is receiving a reduction in the number of successive casts that can be completed. Previously, you could cover 140 yards in 4 casts and now you can cover 150 yards in 3 casts. Overall, this is a buff.

I jumped to craft a set (I was hesitating for a few days to drop the 22 millions I’m sitting on into flawless royal gems) but the gem required is not yet a marquise, and the game client version is written to be 2.0.3…

Yep, we can only view the change log through the launcher, the patch itself isn’t deployed yet in the EU. Not a surprise, we always get patches during maintenance just like the US, but for us that special day of the week is Wednesday.

If you select D3 the launcher displays the game’s version at the bottom, so check that before relying on people from the internet. 🙂

Am I the only one that almost cheered when I saw “The Blacksmith’s Belongings box in Act I no longer has collision”? That was freaking annoying because it was right in the path from the BS to the stash…

Gotta say, this is a great patch. They seem to have fixed many of the little things that bothered me, some of which I’ve previously complained about on this site (like the shortage/importance of death’s breaths 61-69). It’s also nice to see that they’re quick to address the class balance issues (crusader comes to mind).

One thing that wasn’t clear from the notes is whether the item bug fixes, like the Gloves of Worship one, are retroactive or not. Are Blizzard still adamant about not touching people’s items now that the AH is gone?

Great changes. As someone who favors the frenzy barbarian I like seeing that buffed. The crusader changes are awesome and even the wizard changes are… well, fair. The raging over at battlenet from frozen orb wizards is pretty funny. It never ceases to amaze me how angry people get when Blizzard corrects a bug/exploit. I still think the monk could use some love – I mean, every time I open his passives menu I find myself thinking, gee, I’d rather be playing my barbarian right now… amiright?

I don’t care about the FO nerf since as I mentioned before I don’t even play it. What does get me is that they correctly identified the generators suck, but then didn’t realize it’s not the lack of damage, it’s the lack of… wait for it… generation. Particularly for the Barbarian.

It’s fine to have charging my lazor attacks if they do in fact charge your lazor.

It also gets me they nuked the one point of steed charge, breaking the hard cc that is 1: Spammed everywhere. 2: Will otherwise wreck you.

Those are a few serious blights on what would otherwise be a good patch, that came much sooner than I was expecting.

Raising the damage of generators is one way of fixing things. You’ll care less about the fact that you have to use them, because you’ll lose less damage.

They could indeed increase the resource generation, which would result in spenders becoming more spammable. They didn’t do this however, which to me says that the result wouldn’t fit their design for the Crusader. It’s probably not a coincidence that the Crusader has the most cooldown skills, he or she is most likely *meant* to feel slower and more “bursty” than the other classes.

Yeah indeed, there are alot of stuff that seems broken playing the monk. The lack of veriety, range and elemental skills. It seems really hard to balance you defence, damage and spirit regen I think (some stuff is mandatory in order to succeed)

Also, alot of passives are not in a good place at all, and needs a change.